This game lacks reward and incredibly bias towards Guns

Post » Thu Dec 02, 2010 12:30 am

In my first play through of this game, I had no idea how the damage threshold system worked, but I can tell you that it is either broken or seriously unbalanced. I can say this because I made an explosives/Energy Weapons character on my first play through.

My perks were all explosives related having 3x demo expert and energy weapon related perks such as laser commander and pyromaniac minus the meltdown perk, because I used explosives for the AOE. I can tell you that playing on very hard/hardcoe mode with this kind of build was extremely frustrating and infuriating. I would haul 100 pounds of explosives with me everywhere I went only to have them be ineffective.

I remember if I found a mini nuke the feeling was great. I just found an extremely rare and powerful weapon. So I saved them until it was time to go into the quarry to take out some deathclaws. I take out the fat man and launch a 5 pound 500 cap mini nuke right in the face of a death claw. So there is this massive explosion and when the dust settled, the disappointment set in as the abomination ran toward me with only roughly 10% of its HP gone and killed me in 2 swipes. So tell me where was the reward in finding those extremely rare mini nukes with 3x demo expert and 100 in explosives? I basically wasted all those points and perk slots!

When I hit someone with a missile, or a grenade goes off right next to my enemy, I want to see their limbs blow off and there body go flying through the air. That’s what anyone would expect to see and it would have been rewarding to see that. If the grenade goes off right next to me, my character is either dead or seriously injured. So why isn’t my enemy? The game is like this with all explosives. It doesn’t matter if I’m lugging around mini nukes, missiles, plasma grenades.

Energy weapons are just as poor as explosives, with the exception of them not weighing as much. Even with laser commander, Pyromaniac etc... You simply don’t have the damage output needed to be effective with these weapons.

So my second play through I went all guns with the hand loader perk on very hard/hardcoe mode and now the game is like a cakewalk. I can snipe a deathclaw with hand loaded 0.308 rounds from a mile away and my character is only level 18. Now some may find this rewarding, put it just added to my disappointment. Why? because my first play through with energy weapons/explosives was so awful I feel like I wasted so many hours playing my first play through.

I know I could download some mods to make the game to my liking such as the deadlier explosives mod, but I guess the main point of this thread is to show how poorly thought out and play tested this game was with all the bugs/glitches and how imbalanced this game is. But that would be an entirely different topic.
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Natalie Harvey
 
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Post » Thu Dec 02, 2010 6:27 am

Energy weapons are getting -DT to all ammo types excluding flamer fuel in the next patch.
And Explosives are also going to get tweaked a bit, how has not been explained.
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Phillip Brunyee
 
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Post » Wed Dec 01, 2010 9:56 pm

*Points at above post*
Listen to the goldfish :D
Things might change for the better big time after the patch
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TIhIsmc L Griot
 
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Post » Thu Dec 02, 2010 1:29 am

How about instead of raising the damage of the "underpowered" weapons in the next patch they lower the damage of the obviously overpowered guns. Should I be able to use That Gun up to level 19 (probably further if I kept it) and not break a sweat? I wanted to build a character that only used That Gun, 12.7 Pistol and explosives to have a little fun. A few shots from That Gun and they were dead yet I could chuck 4 dynamite or grenades and they were hardly damaged. Now of course against creatures like a Deathclaw it takes a little longer but you can't balance your weapons based on the toughest enemies in the game or all the lower leveled ones become way too easy.
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Mizz.Jayy
 
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Post » Thu Dec 02, 2010 2:01 am

IMO, Melee is much more overpowered than Guns.

With the superslam perk and a decent melee weapon, you can quickly wipe out dozens of human enemies without breaking a sweat, even while wearing light armor or civilian clothes. the only trouble i've had is the cazadores.
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Manuela Ribeiro Pereira
 
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Post » Wed Dec 01, 2010 4:45 pm

Yes Fallout is biased towards guns...as it should be. They would be the most common weapons that anyone would ever see. Energy probably should have some level of -DT on at least lasers though. As for explosives I think I know what the problem is...and yes there is one. I think that all explosive damage is considered "splash" damage and therefore has a +DT that increases farther away from "ground zero" on it. Did that make sense? Yeah I think that explosives are just being calculated wrong and that a patch will bring things more in line with everything else. As for Guns being overpowered...not at all. No matter the level of armor you may have on you...if you take a .308 (or 9mm or 10mm or .50 or .38 or 5.56mm or even a .22 most times) to your forehead...you die.
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ZzZz
 
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Post » Thu Dec 02, 2010 8:34 am

Energy weapons are getting -DT to all ammo types excluding flamer fuel in the next patch.
And Explosives are also going to get tweaked a bit, how has not been explained.


I wonder if they, seeing as the downplayed EW isn't the only or the biggest problem, "fix" the overall difficulty, HC mode and soft requirements in future patches too.
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Emily Graham
 
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Post » Wed Dec 01, 2010 4:44 pm

I say the game is bias towards melee.

They did over nerf the Fatman for some reason.

As for lack of reward.....you didn't even address the how is the game lack of reward.

P.S. Sawyer is also going to nerf sniper rifle in the up coming patch, start panic and :flamethrower: in 5,4,3,2,1......
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Mimi BC
 
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Post » Wed Dec 01, 2010 8:46 pm

Melee and Unarmed (with the Ballistic Fist or Pushy) builds are incredibly powerful. By end game you can just run around in Power Armor OHKing everything with the unique Super Sledge.
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Devin Sluis
 
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Post » Wed Dec 01, 2010 9:16 pm

lol sniper is broken kinda hilarious a 308 out damages a 50 bmg
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Adrian Morales
 
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Post » Wed Dec 01, 2010 7:46 pm

I remember if I found a mini nuke the feeling was great. I just found an extremely rare and powerful weapon. So I saved them until it was time to go into the quarry to take out some deathclaws. I take out the fat man and launch a 5 pound 500 cap mini nuke right in the face of a death claw. So there is this massive explosion and when the dust settled, the disappointment set in as the abomination ran toward me with only roughly 10% of its HP gone and killed me in 2 swipes. So tell me where was the reward in finding those extremely rare mini nukes with 3x demo expert and 100 in explosives? I basically wasted all those points and perk slots!

Agreed. I feel like they reduced the nuke to about 10% of its power from FO3. Considering the cost and rarity, it really should hit like FO3, especially with your perks.
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Anna Beattie
 
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Post » Thu Dec 02, 2010 2:11 am

considering the temperatures a nuke creates *nothing* should be alive or if u wanna bs u can have chunks *maybe*
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Charlotte X
 
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Post » Thu Dec 02, 2010 1:25 am

Guns. Hmmm... yes I agree.

2nd place is Unarmed, because using Super slam + Paralyzing Palm perks is overpowred.
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Naomi Lastname
 
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Post » Thu Dec 02, 2010 3:21 am

did you try the Fat Man minigun mod?

http://www.youtube.com/watch?v=BcB_j6QVVHQ

That should take care of the deathclaws in the quarry ;-)
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Tyler F
 
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Post » Wed Dec 01, 2010 4:52 pm

Energy weapons are getting -DT to all ammo types excluding flamer fuel in the next patch.
And Explosives are also going to get tweaked a bit, how has not been explained.

WHAT really!? who said that?
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tannis
 
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Post » Wed Dec 01, 2010 8:33 pm

How about instead of raising the damage of the "underpowered" weapons in the next patch they lower the damage of the obviously overpowered guns. Should I be able to use That Gun up to level 19 (probably further if I kept it) and not break a sweat? I wanted to build a character that only used That Gun, 12.7 Pistol and explosives to have a little fun. A few shots from That Gun and they were dead yet I could chuck 4 dynamite or grenades and they were hardly damaged. Now of course against creatures like a Deathclaw it takes a little longer but you can't balance your weapons based on the toughest enemies in the game or all the lower leveled ones become way too easy.

That gun owns.
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Manuel rivera
 
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Post » Wed Dec 01, 2010 11:18 pm

P.S. Sawyer is also going to nerf sniper rifle in the up coming patch, start panic and :flamethrower: in 5,4,3,2,1......

Sounds like a good reason to block the patch!
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Amy Smith
 
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Post » Wed Dec 01, 2010 6:19 pm

sawyer fixes energy/explosives /ill love him L O O N G time ;p/but if they do fix this be the first time ive seen a company bother to listen to their fanbase/other then valve
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Sophie Morrell
 
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Post » Wed Dec 01, 2010 11:51 pm

Sounds like a good reason to block the patch!

My guess is he's going to reduce the critical chance mod down to x2. Only a nerf when your not sniping.
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Chloe Yarnall
 
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Post » Thu Dec 02, 2010 9:08 am

I would be quite pleased with a less damaging or crit-ing sniper rifle, even tho it's my favorite weapon/playing style. Assuming what's done just makes using it feel a little more challenging/less godly. If it turns into a graphically different version of a BB gun, I might be a little annoyed. ;)
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elliot mudd
 
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Post » Thu Dec 02, 2010 7:04 am

It should actually be x1 like other weapons. Hell it should be x.5 normal critical chance, the sniper rifle and gobi should be TERRIBLE at really close range, but with their ridiculous crit chance they are better at close range than shotguns or most automatic weapons.


They would still be great for their intended purpose because you get automatic criticals on a sneak attack, any you get a free sneak attack with sniper rifles since they are so long ranged.
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loste juliana
 
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Post » Thu Dec 02, 2010 3:31 am

It should actually be x1 like other weapons. Hell it should be x.5 normal critical chance, the sniper rifle and gobi should be TERRIBLE at really close range, but with their ridiculous crit chance they are better at close range than shotguns or most automatic weapons.


They would still be great for their intended purpose because you get automatic criticals on a sneak attack, any you get a free sneak attack with sniper rifles since they are so long ranged.

A single sneak attack from a .308 sniper rifle should kill very nearly anything alive. A single sneak attack from a .50 AM rifle should turn anything alive into a fine red mist and destroy or seriously incapacitate anything else that has the misfortune of being in it's line of sight. Nothing should stand before the awesome might of a weapon who's sole purpose is to destroy military grade, hardened targets at distances enough to make the target virtually invisible to the naked eye. Seriously... .50 AM rifles can take out scout vehicles in the hands of a trained sniper team.
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Luis Reyma
 
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Post » Thu Dec 02, 2010 12:05 am

It should actually be x1 like other weapons. Hell it should be x.5 normal critical chance, the sniper rifle and gobi should be TERRIBLE at really close range, but with their ridiculous crit chance they are better at close range than shotguns or most automatic weapons.


They would still be great for their intended purpose because you get automatic criticals on a sneak attack, any you get a free sneak attack with sniper rifles since they are so long ranged.


Instead of playing with the crit. chance they should adjust the rate of fire and time for reload. Snipers should have a weapon that performs a 1 hit kill on almost everything, but they shouldn't be able to miss and tell about it.
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.X chantelle .x Smith
 
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Post » Thu Dec 02, 2010 6:38 am

I just completed a playthrough with no skill in any weapons (a little in unarmed) and tons in speech and barter and found it much easier overall.
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Robert Devlin
 
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Post » Thu Dec 02, 2010 8:04 am

A single sneak attack from a .308 sniper rifle should kill very nearly anything alive. A single sneak attack from a .50 AM rifle should turn anything alive into a fine red mist and destroy or seriously incapacitate anything else that has the misfortune of being in it's line of sight. Nothing should stand before the awesome might of a weapon who's sole purpose is to destroy military grade, hardened targets at distances enough to make the target virtually invisible to the naked eye. Seriously... .50 AM rifles can take out scout vehicles in the hands of a trained sniper team.

Yet this isnt reality. Its an RPG.
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Tai Scott
 
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